From be45a45a26a5850d44861a558fcf9ee40badcd34 Mon Sep 17 00:00:00 2001 From: Jean-Philippe Andre Date: Mon, 13 Apr 2015 11:13:52 +0900 Subject: [PATCH] Evas GL common: Only push color VBO for map when required Since the new shader selection system is able to check the value of nomul, we can avoid pushing color when they are not required (color is opaque white). Hopefully this will fix Dave's crash (mayyyyybe...) --- src/modules/evas/engines/gl_common/evas_gl_context.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/modules/evas/engines/gl_common/evas_gl_context.c b/src/modules/evas/engines/gl_common/evas_gl_context.c index 0795440c98..3a803856e2 100644 --- a/src/modules/evas/engines/gl_common/evas_gl_context.c +++ b/src/modules/evas/engines/gl_common/evas_gl_context.c @@ -2594,7 +2594,7 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc, gc->pipe[pn].shader.ch = ch; gc->pipe[pn].array.line = 0; gc->pipe[pn].array.use_vertex = 1; - gc->pipe[pn].array.use_color = 1; + gc->pipe[pn].array.use_color = !nomul; gc->pipe[pn].array.use_texuv = 1; gc->pipe[pn].array.use_texuv2 = (utexture || uvtexture) ? 1 : 0; gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0;